Wino-BotHiporcat Maps
#21
Carentan had rockets added. Walls were knocked out and some buildings opened up. The flag was moved back because it seemed too easy for attackers. A dig-able breach point was added in the red brick barn. People were complaining about too many invisible walls. I removed all of them. Only the white mortar building has invisible walls now. grenades and molotovs have been added to all maps. Particle props like fire were deleted for performance. Sandbags added.







scn_mp_charge_to_the_rhine mp_charge_to_the_rhine 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000b002853a0005194a000041ef00005ae800003c55



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https://anonfiles.com/16D0OfP6of/scn_mp_..._rhine_sco















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Snow Fort had rockets added. The snow effect was removed for performance, as well as the wind noise(annoying).










https://anonfiles.com/92cfPbP6oc/scn_mp_..._rhine_sco














[Image: 9FA3F294EDE74B7C8791913E2B9E450B899270E7]























Shamrock castle had one mortar removed, so attackers can't mortar spam the flag.















https://anonfiles.com/N53dNcP9o8/scn_mp_...poleon_sco















That's all the edits.
#22
Edits live on server now, thanks again.

I really like the grappling hook idea, not sure why i've never thought of that before as a cool means to gain entry to a fort.
#23
I was in on the play test for tortoise fort. It looks like the flag should be put up on the back wall segment. It's too easy to cap down low.
#24
Is there a trick to using the cannon stockade? no matter which direction i put the cannon, it damages the stockade when i shoot through the cannon port.

*just solved the issue
The cannon muzzle must poke through the port to the other side, or it will damage the stockade. This means the cannon has to be very square with the stockade.

[Image: 624FAEBF5DA126D10987DE882D25F900ED08E5BF]
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#25
Does the palisade prop have hit detection issues? It seems like most of my artillery cannon balls are going between the wood poles. It will take a random number of shots to damage.

[Image: 29A70FC6DC5AF3BD478A3E914A1A75961FD79E79]
#26
Tortoise fort had it's flag moved up to the back wall segment. More sandbags were added. A rocket and cannon were added to each flank to destroy a wood wall blocking entrance to the back. The back door has been fortified with more doors and some brick walls. The howitzers were moved back after some play-testing. They're basically point and shoot weapons at ~200m. An observation ladder allows the howitzer crew to see where their shots land. Edited a few terrain glitches. That palisade prop does seem bugged, so i replaced it with a wood wall that destroys in two shots.

scn_mp_charge_to_the_rhine mp_charge_to_the_rhine 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000001b002850a000641f400003ca000006a8900007a7b
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https://anonfiles.com/jdH8kbQ3od/scn_mp_..._rhine_sco

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#27
Carentan had more paths opened up to flag. Multiple doors added, rockets and cannon placed so attackers can turn them around and destroy walls. The building near flag is now fully destructible to allow more paths to flag. A dig-able point was added near flag. Barriers were added to the back side of the fort(deeper section of river). One way door ladder added to save space. All these edits are based off problems observed during live testing.

scn_mp_charge_to_the_rhine mp_charge_to_the_rhine 256 none none 0.000000 0.000000 100.000000 100.000000 -100.000000 0x00000000b002853a0005194a000041ef00005ae800003c55
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https://anonfiles.com/b5Dbt3Q0o9/scn_mp_..._rhine_sco

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here's a pic of all the invisible barriers,
[Image: DB37BE163808878CF879E51CCA72DCDB0F4BD98D]
#28
Apparently the molotov / grenade count on tortoise and octogram are too high. I saw a picture on tortoise that there's maybe about 20~ ish. It's usually best to keep them around 5-6 depending on size of the fort and how many chokepoints there are.
#29
ok ill re-post sco's with reduced molotovs. Working on a snow fort edit rn.
#30
All these maps have had the molotovs and grenades reduced. Shamrock and Tortoise fort had some unbreakable spikes replaced with breakables.

Octogram had more destructible cover added and another siege ladder.
https://anonfiles.com/15Z46cQ5o1/scn_mp_..._rhine_sco


Shamrock had spikes replaced with breakable versions.
https://anonfiles.com/XeZb65Q5ob/scn_mp_...poleon_sco


Carentan
https://anonfiles.com/1ea77bQ2ob/scn_mp_..._rhine_sco


Snow Fort I'm still working on



Tortoise Fort had the unbreakable spikes replaced with breakables.
https://anonfiles.com/z1b675Q6o0/scn_mp_..._rhine_sco

[Image: F14D2B86FA73E68ED297234F5AAF4D0426B7BCE7]
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